SS OU Standard Sun Team

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Fire Blast
- Earth Power
- Toxic

Choice Scarf Heatran is great in the sun and can serve as a nuke. Flash fire provides great immunity as fire types can cause problems for sun. I feel as though Heatran is just so good in sun that is required. I chose Toxic for Dragonite and Specially Defensive Landorus, but even with those I usually just press eruption. I have played around with modest but it doesn't seem to be as impactful as timid.

Venusaur (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Giga Drain
- Weather Ball
- Earthquake
- Growth

One of my favorite pokemon and the reason I like playing Sun so much. I chose to run Mild and Earthquake to deal with the assault vest Galarian Slowking which is pretty popular and a threat to this team. Growth is used when predicting a switch and that can often lead to a sweep setup. I feel as though life orb is necessary to have a bit more burst especially if growth hasn't been used yet.

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Lava Plume
- Body Press
- Stealth Rock
- Rapid Spin

Torkoal is the sun setter for this team and can provide alot of utility as well. Lava Plume burns are great for catching landorus switch ins, and Body Press provides good coverage against Tyranitar and Blissey. Stealth Rock and Rapid Spin are just great utility that sun really appreciates, and its kinda the reason Torkoal is used over other sun setters.

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 108 Def / 152 SpD
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Mandibuzz is a great all around defensive option. It checks alot of scary mons in the metagame and can provide utility through Defog and U-turn. I chose Rocky Helmet as a way to deal with Urshifu and mons that want to use U-turn on its switch in, like Landorus. Heavy Duty Boots are a good option as well but because of Rapid Spin Torkoal and Defog I feel like you can get away without it.

Garchomp (M) @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Scale Shot
- Swords Dance
- Stone Edge

Garchomp provides great coverage to the mons that check the sun core, mainly Toxapex. I chose leftovers to add some sustainability and found it really useful because Garchomp is often switched in and out and can receive alot of chip damage. I was quite torn between this SD Scale shot version and the Tank version but the reason I chose this was the burst it can provide and the potential to sweep after the checks have been removed.

Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Ice Beam
- Flamethrower

Now Galarian Slowking feels pretty weird in this, but the main reason I chose it was to provide a check to Kyurem but Specs Earthpower still does so much. The Regenerator and the move coverage feels really good but thats about it. This is one of the mons that can definetly be swapped out but I just don't know what would be a good fit. I like Ice Beam because it can catch Landorus, and Landorus is such a scary mon for Sun.

PokePaste: https://pokepast.es/a736c45066c13605
 
Pretty minor, but I think Fire Fang over Stone Edge is worth considering since it lets Garchomp easily break past Ferrothorn and Corviknight under sun.

If you want a special wall that can deal with Kyurem, Blissey could be worth a try. It eats pretty much any special attack and can Teleport out for momentum. You can use Thunder Wave on it to slow down opposing scarfers for Heatran and Garchomp or Stealth Rock to ease pressure from Torkoal.
 
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